anyway.



thread: 2011-02-07 : Design scales: to the text!

On 2011-03-03, stefoid wrote:

I havent read this whole thread, but I read the part I was linked to by VB and I just 'got' something.  so sorry if I am rehashing the obvious or already stated.

A few weeks ago I read a definition of premise that I have baked into the first step for the players of my game.  The players have to pitch premises at each other in the format 'what are the characters aims and how are they going to do it?"
That structure is really helpful to get the players on the same page about the game they are going to play—I guess thats why the person who I stole it from made it that way.

Making a short story long here, but it applies to the players too, for your overall game and probably each significant part of it.  i.e. in my game the players...

Create action and drama with complex characters that struggle to achieve goals that are important to them.

Nested:  during character creation, the players...

give their characters motivations that will drive their goals, push them into action and drag them into conflict, by -yada, yada-

So probably, if you introduce each significant concept with the premise of the concept structured as what the aim is, and how it will be achieved, then a) the brands will grok it easily, and b) it will probably help you work out which concepts of your design are irrelevant or contradictory



 

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